Kazarak
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Kazaraks will not be able to gain wild talents. | Kazaraks will not be able to gain wild talents. | ||
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+ | Kazaraks cannot receive [[Travelers]]' challenges. | ||
Shoggoths who become Kazaraks will not be able to gain wild talents through organs. | Shoggoths who become Kazaraks will not be able to gain wild talents through organs. |
Revision as of 13:56, 14 August 2023
Contents |
Description
The Kazar demons use the Kazarak as their primary pawns on this plane. Finding it difficult to physically manifest themselves here, they choose instead to take over the bodies of others, forming a permanent bond between a demon's spirit and the host body.
The bond that ties the Kazar demon to the host kazarak is of krystallaturgic origin. It robs the host of their life, leaving them a murmuring husk of their original self, but in exchange grants them partial use of many of the powers of the Kazar.
Location
The Kazarak do not have a guildhall, but through brute force the Kazar have created a pillar that allows them access to this world so that they can claim a body. This pillar is at 12, -12, 0 in Ebira
Joining
Stand next to pillar. The Kazar are not particularly picky about what bodies they inhabit, though they do reject Ringwielders.
(New, improved messages courtesy of Marcosy!)
You feel a probing sensation somewhere deep within yourself.
The probing sensation intensifies, bringing with it a slight feeling of queasiness and discomfort.
The probing sensation grows stronger, causing you some degree of physical distress as you begin to struggle for breath.
You feel as though you are in great danger.
You feel a slight burning sensation upon your skin as thin glowing lines begin to appear.
You are now a first-degree specialist in crystal affinity, evocation, krystallaturgy pain tolerance, power direction, power tuning, resilience, and steadiness.
You are now a fifth-degree specialist in Hrrnmrhrr.
The glowing green lines on your body grow larger and more complex, now covering your entire form with an interlocking pattern of runes.
You feel your awareness dim as some malevolent intelligence invades your mind and body, snuffing out your life force.
Your experience a brief surge of terror and bewilderment in your last instants before your consciousness is abruptly devoured by the formless horror, which then assumes control of your body.
The glowing green runes on your body become translucent, changing in color to a softly luminescent whitish-gray.
At last, your opportunity has come to be given a Kazarak body, one of the mortal shells altered by the power of the Kazarin to permit your bodiless people to inhabit it. No more shall you exist formlessness, burning with envy of the embodied; now let the world beware, for a kazar walks upon it.
Note that your alignment is changed to "diabolic" upon joining. Kazarak Generation Code
- When you have been a Kazarzeth:
You feel a probing sensation somewhere deep within yourself.
The probing sensation intensifies for a moment, bringing back memories of your bond to a crystal blade.
Your full memory of your use of the crystal weapon flashes through your memory.
Required Specialty Points
- 2 intellect
- 3 vitality
- 1 willpower
- 1 ego
- 1 perception
You will get automatic free skill points in the following: 1 in pain tolerance, 40 in krystallaturgy and evocation, 20 in heat tolerance, introduced into centering, 40 in power direction, tuning, and 200 in Hrrnmrhrr.
Specialty Access
Higher than Adventurers
+2 Bonus Specs to each:
- Krystallaturgy 25
- Crystal Affinity 25
- Evocation 25
- Pain Tolerance 20
- Power Direction 25
- Power Tuning 25
- Resilience 20
- Steadiness 20
- Centering 20
Same as Adventurers
- Cold Tolerance 10
- Heat Tolerance 10
Lower than Adventurers
Everything else
No Specialty Access
- Haggling
- First Aid
- Literacy
- Linguistics
- Empathy
- Stamina
- Discipline
- Courage
[OOC Tell to Zevik] why can't they join sodality? > [OOC Tell from Zevik] They are also forbidden for carousing
[OOC Tell from Zevik] Acting, Athleticism, Breath Control, Carousing, Empathy, Hardiness, Mimcry, Poison Affinity, Recuperation, Regeneration, Stamina, Vocalization :: (spec 1);
[OOC Tell from Zevik] Robustness, Poison Resistance :: (spec 2)
Help
The Kazar demons use the kazarak as their primary pawns on this plane. Finding it difficult to physically manifest themselves here, they choose instead to take over the bodies of others, forming a permanent bond between a demon's spirit and the host body.
The bond that ties the Kazar demon to the host kazarak is of geoturgic origin. It robs the host of their life, leaving them a murmuring husk of their original self, but in exchange grants them partial use of many of the powers of the Kazar.
Full summaries of the effects of the kazarak bond are given in 'help kazarak powers', 'help kazarak limitations', and 'help kazarak skills'.
Pillar
The focus of all of the kazaraks' bonds is the crystal pillar through which energies flow to the Kazarin Overmind. Energy Contributions to the Collective are made by touching magical items to the pillar and allowing their energies to be drained. Members of the Kazarak or Kazarzeth may withdraw energy from the pillar by concentrating on withdrawing energy from the Kazarin; however,doing so recklessly may be hazardous, and those concerned about their long-term existence would also be well-advised to periodically check their status with the Kazarin by concentrating on discerning the status of their energy contributions to the Kazarin.
- Kazaraks can't warp using warpstones. This restriction applies to all undead, as per change 4914.
A flood of chaos energy erupts from your black rock, washing over you. You feel the energy flux working to change you somehow, but your inner resources fight it off. Your chest, left arm, left hand, and right leg are disintegrated.
After a moment, the knowledge that the kazarak pillar is composed of forty-eight percent krystallax, forty-eight percent quartz, and five percent kazarilin drifts into your mind like a long-forgotten memory.
Things Kazar Pillar has Rejected for Joining
Familiar (My familiar was not seized by the Kazar even after idling at the pillar) Consort (Luxed Familiar was enough to stop the joining)
You feel a probing sensation somewhere deep within yourself.
The probing sensation intensifies for a moment, bringing back memories of your bond to a crystal blade.
Your full memory of your use of the crystal weapon flashes through your memory.
The probing sensation intensifies for a moment, then suddenly you feel a surge of empathic power from your familiar well up within you, rejecting whatever was attempting to affect you.
The probing sensation quickly retreats and is gone.
Kaz recharge trick tip
Assuming you have a way to get lots of energy in your charges (for example killing zuth in storm rock) you can extract that energy out to use in combat later when fighting stuff that don't give much sp from killing.
The trick is that when you have a lot of energy in a charge, downgrading it gives the sp you directly but upgrading takes from the charge itself first. So you can make an alias to "downgrade stunning;upgrade stunning;perform charge balancing" and if you have it at major and energy in the charge you get around 250 sp.
As that process seems to be really fast you can use it to recharge mid combat.
Misc
Kazaraks will lose all wild talents.
Kazaraks will not be able to gain wild talents.
Kazaraks cannot receive Travelers' challenges.
Shoggoths who become Kazaraks will not be able to gain wild talents through organs.
Shoggoths cannot change their sentience with Hurgkthorg
Pillar's composition:
After a moment, the knowledge that the kazarak pillar is composed of forty-eight percent krystallax, forty-eight percent quartz, and five percent kazarilin drifts into your mind like a long-forgotten memory.
Composition of runes all Kazaraks have on their bodies:
After a moment, the knowledge that the aura of glowing runes is composed of ninety-nine percent krystallis and one percent kazarilin drifts into your mind like a long-forgotten memory.